Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

Cockatrice

Rooster head. Snake tail. Wings. And if it touches you — not bites, touches — you stop being flesh and start being stone. It weighs twelve pounds and it will end your career.


Two Modes — Prime Plane and Plane of Earth #

ModeHDSizeDamageCRNotes
Standard (Prime Plane)5**Small1d6 + petrification7Petrification on bite or touch, no save modifier
Plane of Earth variant1+1Tiny (1 ft)1 point + petrification2Earth-body creature; only petrifies non-earth creatures

Standard Cockatrice (Prime Plane) #

Core Statistics #

StatValue
Hit Dice5d8** (avg 23 HP)
AC14
AV0
HR+4
FR+3
FD12
Move90 ft (30 ft encounter) ground / 180 ft (60 ft encounter) flying
Attacks1 beak: 1d6 + petrification
No. Appearing1d4 (2d4)
Save AsFighter 5
Morale7
TreasureType D
AlignmentNeutral
CR7
SizeSmall
IntelligenceAnimal (INT 2)
XP425

AC/AV Reasoning #

RC original is AC 6 (descending) = Ascending AC 14. The cockatrice is a Small flying creature — the combination of size and flight makes it a genuinely difficult target.

  • AC 14 — A Small creature in active flight, swooping and turning with rooster-agility, presents a very difficult target. The wings create unpredictable movement patterns. AC 14 for a flying Small creature is correct — it is hard to hit, not because it is armored but because it is fast, small, and airborne
  • AV 0 — Feathers and light bird-bone structure. The cockatrice has no meaningful impact absorption. When hit it takes full damage — its defense is entirely AC and the petrification threat that makes attackers reluctant to engage
  • FD 12 — A Small flying creature. Shoving it is trivially easy if it is grounded; irrelevant if it is airborne (normal Shove mechanics do not apply to flying creatures unless they are forced to land)

Skill Slots (5 total — 5** HD = 4 base + 2 asterisk slots; used 5 of 6) #

SlotSkill / AbilityNotes
1HR Investment (Basic)HR +4; the beak strike is fast and precise — the cockatrice dives from flight to striking range and back
2Petrification Touch (innate, special)Any creature bitten OR touched by a cockatrice must Save vs. Turn to Stone. Full mechanics below. First asterisk
3Flight (innate, special)180 ft (60 ft encounter) flying at full combat capability. The cockatrice is more agile in air than on ground — uses flight for both attack approach and escape. Second asterisk
4Alertness (Basic)Cannot be surprised in open terrain or airspace; detects movement at 120 ft through bird-sharp visual acuity
5Evasion (Basic)The cockatrice’s Small size and flight combine for natural evasive capability. Ranged attacks against a flying cockatrice suffer –2 HR (small, fast-moving, airborne target)

Petrification Mechanic — The Critical Rule #

Trigger: Bite OR Touch #

The RC states: “Any creature bitten or touched by a cockatrice must make a saving throw or be turned to stone.”

This is not limited to the beak attack. Any physical contact with the cockatrice triggers the save. This includes:

  • A successful beak attack (the standard trigger)
  • A character grabbing the cockatrice with bare hands
  • A character catching it barehanded
  • A character falling onto it
  • The cockatrice brushing against a character during flight
  • Wrestling or grappling the cockatrice

The critical implication: A character who attacks the cockatrice with a melee weapon and misses, but makes contact with the creature’s body during the swing (DM adjudication — treat as a 1-in-6 chance on a near-miss, or require the character to Save if they declared contact intent), may still trigger the petrification save.

Practical interpretation: The touch trigger means the correct answer to a cockatrice is ranged attacks. Melee combat with a cockatrice is dangerous not because it bites well (1d6 is modest damage) but because any contact triggers a petrification save.

Petrification Save #

Save vs. Turn to Stone — standard, no modifier.

Failed save: The character (and all their equipment, clothing, and carried items) is immediately turned to stone. They are a statue. They have no awareness, cannot act, cannot be harmed by standard attacks (they are stone now), and can be Restored by Stone to Flesh.

Successful save: No effect from this contact. The character must save again for each subsequent contact.

Petrification is not death — but it might as well be without a Cleric:

  • The statue remains indefinitely until Stone to Flesh is applied
  • The party must carry or leave the statue — a Medium statue weighs approximately 600–800 lbs (the character’s weight converted to stone density, roughly ×8)
  • A party without Stone to Flesh or access to a 6th-level Cleric has a petrified party member and must find magical restoration to recover them
  • A shattered statue cannot be restored — a petrified character who is struck hard by a weapon (any hit dealing 10+ damage to the statue) may crack or shatter. DM adjudication. A safe rule: the petrified statue has the character’s original HP as its structural integrity, and damage carries over when restored

What Petrifies and What Doesn’t #

Petrified: All living creatures, regardless of size or HD.

Not petrified: Undead, constructs, elementals of Earth (the Plane of Earth variant specifically cannot petrify earth creatures), and anything already made of stone or inorganic matter. Creatures immune to petrification effects (some high-level undead, certain magical constructs).

The cockatrice vs. its own reflection: A classic question — does a cockatrice petrify itself by seeing its reflection? The RC does not address this. DM adjudication: yes (the touch/gaze effect is consistent), for use as a potential encounter solution with a mirror.


Tactical Profile #

How the Cockatrice Fights #

The cockatrice does not have complex tactics (INT 2 — Animal). It attacks anything it perceives as threatening and uses its flight to maintain positional advantage.

Standard attack pattern:

  1. Circling at 10–30 ft altitude, out of normal melee reach
  2. Dives to melee range (5 ft), beak strike
  3. Immediately returns to altitude after the strike
  4. Repeats

This pattern makes the cockatrice effectively immune to melee counter-attack unless the character readies an action specifically to strike during the dive. The cockatrice is only at melee range for the instant of the beak strike — a character who wants to counter-attack must act in the same instant.

Against multiple targets: The cockatrice prioritizes whoever is closest or most threatening (INt 2 — simple threat assessment). Against a party it will typically single-target the nearest character each round.

Countering the Cockatrice #

Correct approach — ranged with –2 HR penalty: A character with a bow or sling attacks from distance. The –2 HR for the small/airborne target applies but the character is never at risk of contact. If the archer hits, full damage is dealt. The cockatrice’s Morale 7 means it may flee when injured.

Mirror counter: A mirror held to reflect the cockatrice’s gaze (if the DM uses gaze rules) or an angled mirror that the cockatrice dive-attacks into (physical contact with the mirror forces a save… by the cockatrice). DM adjudication — a clever party that brings a large mirror to a cockatrice encounter deserves the solution.

Magical attacks: Fireball, Sleep, Hold Monster — standard area or targeted spells work normally. The cockatrice has no spell immunity. Sleep vs. INT 2 creature is highly effective if the cockatrice is within range.

Physical protection: Thick gloves and full armor coverage eliminates the “touch” component for melee fighters — if no skin is exposed, no touch trigger applies. A Fighter in full plate with gauntlets, visor down, is completely protected from the touch trigger. Only the beak attack matters in this case.

Morale 7 — The Escape Pattern #

The cockatrice at Morale 7 is not committed. When seriously wounded (below half HP):

  • Makes Morale check
  • On failure: flies away at full speed (180 ft — faster than any running character)
  • On success: continues attacking but flight instinct activates on the next failure

A fleeing cockatrice cannot be caught by ground characters. The party should pursue ranged damage to kill it before it escapes — a cockatrice that escapes and returns is just as dangerous the second time.


Plane of Earth Variant #

Ecological Note #

On the Plane of Earth, the cockatrice exists as a small earth-bodied creature — fundamentally different from the Prime Plane version in biology but retaining the defining petrification touch.

Stat Block #

StatValue
Hit Dice1d8+1 (avg 6 HP)
AC14
AV0
HR+1
FR+1
FD8
Move240 ft (80 ft encounter)
Attacks1 beak: 1 point + petrification
No. Appearing1d20 (2d40)
Save AsFighter 1
Morale7
TreasureSpecial (see below)
AlignmentNeutral
CR2
SizeTiny (1 ft)
IntelligenceAnimal (INT 2)
XP15

Plane of Earth Skill Slots (2 total — 1+1 HD, low investment) #

SlotSkillNotes
1Petrification Touch (innate)Same save mechanic as the Prime Plane version but restricted — only affects non-earth creatures. A character made primarily of flesh is at risk. A creature of elemental earth, a rock golem, or a stone construct is immune
2Speed (innate)240 ft (80 ft encounter) — the earth-body variant moves faster than the Prime Plane version, compensating for its significantly reduced damage (1 point). The speed is the threat on this plane — 1d20 to 2d40 tiny fast earth-cockatrices swarming through stone corridors at 80 ft encounter speed

Plane of Earth Notes #

“Nearly harmless”: The RC’s characterization is accurate for the damage (1 point). The petrification is not harmless — it is the same save, the same stone result. A party of planar travelers that encounters 2d40 earth-cockatrices (avg 41) all with petrification touch is in severe danger despite each individual doing only 1 point of damage.

The swarm threat: 1d20 appearing in the wild, 2d40 in their lair on the Plane of Earth. A group of 20+ earth-cockatrices at 80 ft encounter speed generates potentially 20+ petrification saves per round against a party. Even with good saves (50% success rate), a party of four will have petrified members within 2–3 rounds of contact.

“They breed normally on their own plane”: The implication is that the Prime Plane cockatrices do not breed normally — they are planar visitors or were created by magical accident. The Plane of Earth variety is the original form; Prime Plane cockatrices are a derived/displaced population.

Treasure Type Special: On the Plane of Earth, the earth-cockatrice lair contains earth-plane treasure — unusual mineral wealth, crystalline formations, and gem concentrations rather than standard coin-and-magic-item hoards. DM determination: 2d6 uncut gems per lair, possibly 1d4 earth-plane mineral curiosities worth 50–500 gp each to collectors on the Prime Plane.


Shared Ecology Notes #

Any Terrain: The Prime Plane cockatrice is encountered anywhere — the RC’s “Terrain: Any” reflects its magical origin making it habitat-independent. It is found in dungeons, open plains, forests, mountains, and coastal cliffs equally.

Treasure Type D: In the cockatrice’s lair, accumulated from past victims. Type D: 25% chance 1d3 × 1,000 sp, 20% chance 1d3 × 1,000 gp, 20% chance 1d6 gems, 10% chance 1 piece jewelry, 15% chance 1 magic item. The magic item probability reflects that the cockatrice’s territory sees adventurers regularly — the creature’s legendary status means treasure-hunters seek cockatrice encounters for the petrification counter-challenge, and they do not always survive.

Lore value of the cockatrice: Beyond the standard encounter, several cockatrice-derived materials have in-world value:

  • Feathers: Used in magical scroll preparation and certain spellcasting focuses — 1d4 × 10 gp per feather to an alchemist or magical-item crafter
  • Beak fragment: The petrification capability concentrates in the beak — a carefully preserved fragment can be used as a material component for Stone to Flesh reversal (the opposing material). Value: 50–100 gp
  • Blood: Cockatrice blood is an ingredient in some petrification-related potions. Value: 1d4 vials per cockatrice, 25 gp per vial

Encounter Notes #

The “any terrain” problem: The cockatrice has no habitat constraint, which means it appears anywhere the DM places it. This makes it a potential surprise in otherwise-safe environments — a dungeon room, an alpine meadow, a merchant road. The DM should deploy it deliberately rather than as a wandering monster in heavily-trafficked areas.

Party preparation for a known cockatrice: A party that knows they are entering cockatrice territory can prepare:

  • Full armor coverage (no touch trigger for covered fighters)
  • Ranged weapons prioritized
  • Stone to Flesh prepared (have the Cleric memorize it)
  • A mirror (for the reflection counter if the DM allows)
  • Sleep memorized (immediately effective against INT 2 if in range)

Party without preparation: The petrification save on any contact punishes the Fighter who naturally closes to melee range. A Fighter in plate mail who wins initiative and attacks the cockatrice successfully takes 1d6 damage and triggers the petrification save from the beak contact. A Fighter in plate mail with gauntlets and visor down does not trigger the touch save — only the beak attack matters.

The statue recovery problem: A petrified party member in a dungeon is a logistical catastrophe. 600–800 lbs of stone to carry or leave behind. The party either:

  • Leaves the statue and marks the location (risk: enemies find and damage it)
  • Carries it (logistical nightmare — four people needed, half speed for the carriers)
  • Finds a Cleric with Stone to Flesh immediately (requires returning to civilization)

The petrification is not combat-lethal but it may be expedition-ending. A party without healing resources may need to abandon a dungeon expedition to find restoration magic for a petrified member.

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Updated on April 9, 2026